1055 lines
38 KiB
Python
1055 lines
38 KiB
Python
import re
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import time
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import importlib
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import random
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from math import hypot
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from itertools import count
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from munch import Munch
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from minecraft.networking.packets import Packet, clientbound, serverbound
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from minecraft.networking.types import BlockFace
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from mosfet.protocol.packets import (
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SetSlotPacket, PlayerDiggingPacket,
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BlockBreakAnimationPacket, AcknowledgePlayerDiggingPacket,
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HeldItemChangePacket, PickItemPacket, OpenWindowPacket,
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ClickWindowPacket, CloseWindowPacket, ServerWindowConfirmationPacket,
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ClientWindowConfirmationPacket, EntityMetadataPacket,
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SpawnLivingEntityPacket, EntityPositionRotationPacket, DestroyEntitiesPacket,
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EntityActionPacket, EntityTeleport, InteractEntityPacket, TradeListPacket,
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SelectTradePacket, DisconnectPacket,
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)
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from mosfet.protocol.types import Slot
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from mosfet import print_help
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from mosfet import utils
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from mosfet import path
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from mosfet import blocks
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from mosfet import items
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from mosfet import mcdata
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from mosfet import mobs
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from mosfet import bot
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from mosfet import vector
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class Game:
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def __init__(self, global_state):
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self.g = global_state
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register = self.g.connection.register_packet_listener
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register(self.handle_login_success, clientbound.login.LoginSuccessPacket)
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register(self.handle_block_change, clientbound.play.BlockChangePacket)
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register(self.handle_join_game, clientbound.play.JoinGamePacket)
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register(self.handle_position_and_look, clientbound.play.PlayerPositionAndLookPacket)
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register(self.handle_time_update, clientbound.play.TimeUpdatePacket)
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register(self.handle_set_slot, SetSlotPacket)
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register(self.handle_break_animation, BlockBreakAnimationPacket)
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register(self.handle_break_ack, AcknowledgePlayerDiggingPacket)
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register(self.handle_window, OpenWindowPacket)
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register(self.handle_window_confirmation, ClientWindowConfirmationPacket)
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register(self.handle_spawn_object, clientbound.play.SpawnObjectPacket)
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register(self.handle_entity_metadata, EntityMetadataPacket)
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register(self.handle_spawn_living, SpawnLivingEntityPacket)
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register(self.handle_entity_position, clientbound.play.EntityPositionDeltaPacket)
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register(self.handle_entity_position_rotation, EntityPositionRotationPacket)
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register(self.handle_destroy_entities, DestroyEntitiesPacket)
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register(self.handle_spawn_player, clientbound.play.SpawnPlayerPacket)
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register(self.handle_respawn, clientbound.play.RespawnPacket)
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register(self.handle_player_list, clientbound.play.PlayerListItemPacket)
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register(self.handle_entity_teleport, EntityTeleport)
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register(self.handle_update_health, clientbound.play.UpdateHealthPacket)
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#register(self.handle_entity_velocity, clientbound.play.EntityVelocityPacket)
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register(self.handle_trade_list, TradeListPacket)
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register(self.handle_disconnect, DisconnectPacket)
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#register(self.handle_packet, Packet, early=True)
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self.g.chat.set_handler(self.handle_chat)
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def handle_login_success(self, packet):
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print(packet)
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self.g.name = packet.Username
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def handle_join_game(self, packet):
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print('Received join game packet')
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print('Connected.')
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self.g.info = packet
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self.g.eid = packet.entity_id
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self.g.dimension = packet.world_name.replace('minecraft:', '')
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def handle_block_change(self, packet):
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if packet.block_state_id == blocks.SOUL_TORCH:
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try:
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self.g.goal = vector.Point3D((packet.location[0], packet.location[1], packet.location[2]))
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print('new waypoint:', self.g.goal)
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start = time.time()
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solution = path.Pathfinder(self.g).astar(utils.pint(self.g.pos), utils.pint(self.g.goal))
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if solution:
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solution = list(solution)
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self.g.path = solution
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if self.g.job:
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self.g.job.stop()
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print(len(solution))
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print(solution)
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print(round(time.time() - start, 3), 'seconds')
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else:
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print('No path found')
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#say(connection, 'No path found')
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#g.y_v = 10.0
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#g.y_a = -36.0
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except BaseException as e:
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import traceback
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print(traceback.format_exc())
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#print(packet)
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def handle_position_and_look(self, packet):
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print(packet)
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p = vector.Point3D((packet.x, packet.y, packet.z))
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self.g.pos = p
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confirm_packet = serverbound.play.TeleportConfirmPacket()
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confirm_packet.teleport_id = packet.teleport_id
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self.g.connection.write_packet(confirm_packet)
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self.g.correction_count += 1
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if self.g.get('path', None) and self.g.correction_count > 5:
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self.g.correction_count = 0
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dest = self.g.path[-1]
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w = self.g.world
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p = utils.pint(self.g.pos)
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new_path = w.path_to_place(p, dest)
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if new_path:
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self.g.path = new_path
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def handle_chat(self, message):
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source, text = message
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reply = None
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private = False
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for_me = False
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authed = False
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if source == 'SYSTEM':
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self.g.command_lock = False
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if text == 'You are now AFK.':
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self.g.afk = True
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elif text == 'You are no longer AFK.':
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self.g.afk = False
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match1 = re.match(r'<?(\w+)> (.*)', text)
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match2 = re.match(r'\[(\w+) -> me] (.*)', text)
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if match1:
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sender, text = match1.groups()
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elif match2:
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sender, text = match2.groups()
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private = True
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else:
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return
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if sender == 'tanner6':
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authed = True
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if text.startswith('zzz'):
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text = '!zzz'
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bot_num = self.g.name[-1]
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if text.startswith(bot_num):
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text = text[1:]
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for_me = True
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elif text.startswith('! '):
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text = text[2:]
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elif text.startswith('!'):
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text = text[1:]
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else:
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return
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if ' ' in text:
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command = text.split(' ', 1)[0]
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data = text.split(' ', 1)[1]
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else:
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command = text
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data = None
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try:
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## ### Public Commands
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## These can be ran by anyone, all bots will reply.
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## !help - prints this whole help message to console
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## !help [command] - replies in-game explaining command
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if command == 'help':
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if data:
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for line in print_help.HELP_LINES:
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if line[1:].startswith(data) or line[1:].startswith(data[1:]):
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reply = 'command ' + line
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break
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else: # for
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reply = 'command not found'
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else:
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print()
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print()
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for line in print_help.HELP_LINES:
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print(line)
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reply = 'check console'
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## !ping - replies with "pong"
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if command == 'ping':
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reply = 'pong'
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## !echo [data] - replies with "data"
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if command == 'echo' and data:
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reply = data
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## !pos - replies with position and dimension
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if command == 'pos':
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reply = str(utils.pint(self.g.pos))[1:-1] + ', ' + self.g.dimension
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## !afk - goes AFK with /afk
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if command == 'afk':
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if not self.g.afk:
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reply = '/afk'
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## !unafk - goes not AFK with /afk
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if command == 'unafk':
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if self.g.afk:
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reply = '/afk'
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## !error - raises an error
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if command == 'error':
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reply = 'ok'
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raise
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## !inv - prints current inventory
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if command == 'inv':
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inv_list = []
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for i in self.g.inv.values():
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if i.present:
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inv_list.append('{}:{} x {}'.format(items.ITEM_NAMES[i.item_id], str(i.item_id), i.item_count))
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inv_list.sort()
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result = '\n'.join(inv_list)
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print(result or 'Empty')
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## !time - replies with Minecraft world time
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if command == 'time':
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reply = str(self.g.time)
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## !count [id] - counts the number of items with that id
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if command == 'count' and data:
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item = int(data)
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reply = str(self.count_items([item]))
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## !loaded - replies with the current loaded area
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if command == 'loaded':
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reply = str(self.g.chunks.get_loaded_area())
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## !players - prints the current players
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## !players clear - clears the current player list
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if command == 'players':
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if data == 'clear':
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self.g.players = {}
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reply = 'ok'
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else:
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for k, v in self.g.players.items():
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print(str(k) + ':', v, self.g.player_names[v.player_uuid])
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## !objects - prints the current items on ground
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## !objects clear - clears the current object list
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if command == 'objects':
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if data == 'clear':
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self.g.objects = {}
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reply = 'ok'
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else:
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for k, v in self.g.objects.items():
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if data and v.item_id != int(data): continue
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print(str(k) + ':', v, items.ITEM_NAMES[v.item_id])
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## !mobs - prints the current mobs
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## !mobs clear - clears the current mob list
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if command == 'mobs':
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if data == 'clear':
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self.g.mobs = {}
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reply = 'ok'
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else:
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all_mobs = sorted(list(self.g.mobs.items()), key=lambda x: x[1].type)
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for k, v in all_mobs:
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if data and v.type != int(data): continue
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print(str(k) + ':', v, mobs.MOB_NAMES[v.type])
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reply = str(len(all_mobs)) + ' mobs'
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## !monsters - prints the current monsters
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if command == 'monsters':
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monsters = sorted(list(self.g.mobs.items()), key=lambda x: x[1].type)
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count = 0
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for k, v in monsters:
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if v.type not in mobs.EVIL_IDS: continue
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if data and v.type != int(data): continue
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count += 1
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print(str(k) + ':', v, mobs.MOB_NAMES[v.type])
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reply = str(count) + ' monsters'
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## !villagers - prints the current villagers
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if command == 'villagers':
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all_mobs = sorted(list(self.g.mobs.items()), key=lambda x: x[1].type)
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count = 0
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for k, v in all_mobs:
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type_name = mobs.MOB_NAMES[v.type]
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if type_name != 'villager' : continue
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count += 1
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print(str(k) + ':', v, type_name)
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reply = str(count) + ' villagers'
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## !threats - prints the dangerous monsters within 20 blocks
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## !threats [num] - prints the dangerous monsters within num blocks
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if command == 'threats':
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distance = int(data) if data else 20
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p = utils.pint(self.g.pos)
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threats = self.g.world.find_threats(p, distance)
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for t in threats:
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print(str(t.entity_id) + ':', t, mobs.MOB_NAMES[t.type])
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reply = str(len(threats)) + ' threats'
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if command == 'spiral' and data:
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for i in range(int(data)):
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print(utils.spiral(i))
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if command == 'sand_slice':
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result = self.g.world.find_sand_slice(utils.pint(self.g.pos), 50)
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reply = str(result)
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## "zzz" or !zzz - bot does /afk to let others sleep
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if command == 'zzz':
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if not self.g.afk and self.g.dimension == 'overworld':
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reply = '/afk'
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self.g.afk_timeout = 5.0
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## !tree - replies with the closest tree
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if command == 'tree':
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pos = utils.pint(self.g.pos)
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tree = next(self.g.world.find_trees(pos, 50))
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reply = str(tree)[1:-1]
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## !block x y z - replies what block is at (x, y, z)
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if command == 'block':
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try:
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data = data.replace('(', ' ').replace(')', ' ').replace(',', ' ')
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x1, y1, z1 = [int(x) for x in data.split()]
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except (AttributeError, ValueError):
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reply = 'usage: !block x1 y1 z1'
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if not reply:
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coord = (x1, y1, z1)
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block = self.g.world.block_at(*coord)
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if not reply and block is None:
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reply = 'first coord out of range'
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if not reply:
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reply = blocks.BLOCKS[block] + ':' + str(block)
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################# Specific commands ##########################
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## ### Bot-specific Commands
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## These will only run for the bot they are addressed to.
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if for_me:
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pass
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## 1respawn - respawns the bot if it's dead
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if command == 'respawn':
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packet = serverbound.play.ClientStatusPacket()
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packet.action_id = serverbound.play.ClientStatusPacket.RESPAWN
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self.g.connection.write_packet(packet)
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reply = 'ok'
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## 1gather wood - gathers wood from the world
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## 1gather sand - gathers sand from the world
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if command == 'gather' and data:
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if data == 'wood':
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self.g.job.state = self.g.job.gather_wood
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reply = 'ok'
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elif data == 'sand':
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self.g.job.state = self.g.job.gather_sand
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reply = 'ok'
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if reply:
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for i in self.g.inv.values():
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print(i.item_id)
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if i.item_id in items.BED_IDS:
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break
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else:
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reply += ', I need a bed'
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## 1farm wood - farms wood from a certain area
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## 1farm sand - farms sand from a certain area
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## 1farm wart - farms netherwart from a certain area
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## 1farm crop - farms mature crops from a certain area
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if command == 'farm' and data:
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if data == 'wood':
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self.g.job.state = self.g.job.farm_wood
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reply = 'ok'
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elif data == 'sand':
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self.g.job.state = self.g.job.farm_sand
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reply = 'ok'
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elif data == 'wart':
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self.g.job.state = self.g.job.farm_wart
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reply = 'ok'
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elif data.startswith('crop'):
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self.g.job.state = self.g.job.farm_crop
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reply = 'ok'
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if reply and self.g.dimension == 'overworld':
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for i in self.g.inv.values():
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if i.item_id in items.BED_IDS:
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break
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else:
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reply += ', I need a bed'
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## 1loiter - stands still but eats, sleeps, and flees
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if command == 'loiter':
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self.g.job.state = self.g.job.loiter
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reply = 'ok'
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|
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## 1trade - sells items to villagers to get emeralds
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if command == 'trade':
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self.g.job.state = self.g.job.trade
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reply = 'ok'
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|
|
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## 1stop - stops the current job and resets bot
|
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if command == 'stop':
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self.close_window()
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bot.init(self.g)
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reply = 'ok'
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|
|
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## 1drop - drops the current stack its holding
|
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if command == 'drop':
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self.drop_stack()
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|
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## 1select [id] - moves item with id into main hand
|
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if command == 'select' and data:
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item = int(data)
|
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if self.select_item([item]):
|
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reply = 'ok'
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else:
|
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reply = 'not found'
|
|
|
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## 1dump [id] - drops all items matching id
|
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if command == 'dump' and data:
|
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item = int(data)
|
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if self.count_items([item]):
|
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self.g.dumping = item
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reply = 'ok'
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else:
|
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reply = 'not found'
|
|
|
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## 1drain - drops all items in inventory
|
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if command == 'drain':
|
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self.g.draining = True
|
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reply = 'ok'
|
|
|
|
if command == 'gapple':
|
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self.g.job.state = self.g.job.find_gapple
|
|
if data:
|
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self.g.job.find_gapple_states.count = int(data)
|
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reply = 'ok'
|
|
|
|
if command == 'cache':
|
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self.g.job.state = self.g.job.cache_items
|
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self.g.job.cache_items_states.minimum = 0
|
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self.g.job.cache_items_states.silent = True
|
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reply = 'ok'
|
|
|
|
|
|
## 1fill [x] [y] [z] [x] [y] [z] - fills the cuboid with the block at the first coordinate
|
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if command == 'fill':
|
|
try:
|
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data = data.replace('(', ' ').replace(')', ' ').replace(',', ' ')
|
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x1, y1, z1, x2, y2, z2 = [int(x) for x in data.split()]
|
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except (AttributeError, ValueError):
|
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reply = 'usage: !fill x1 y1 z1 x2 y2 z2'
|
|
|
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if not reply:
|
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coord1 = (x1, y1, z1)
|
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coord2 = (x2, y2, z2)
|
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block = self.g.world.block_at(*coord1)
|
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|
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if not reply and y1 > y2:
|
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reply = 'can only fill upwards'
|
|
|
|
if not reply and block is None:
|
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reply = 'first coord out of range'
|
|
|
|
if not reply and block == 0:
|
|
reply = 'can\'t fill with air'
|
|
|
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if not reply:
|
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self.g.filling = Munch(coord1=coord1, coord2=coord2, block=block)
|
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self.g.job.state = self.g.job.fill_blocks
|
|
reply = 'filling ' + str(utils.pvolume(coord1, coord2)) + ' with ' + blocks.BLOCKS[block]
|
|
|
|
## 1here - bot comes to your location
|
|
if command == 'here':
|
|
try:
|
|
sender_uuid = self.g.player_names[sender]
|
|
except KeyError:
|
|
reply = 'can\'t find your uuid'
|
|
|
|
if not reply:
|
|
for p in self.g.players.values():
|
|
if p.player_uuid == sender_uuid:
|
|
player = p
|
|
break
|
|
else: # for
|
|
reply = 'can\'t find you'
|
|
|
|
if not reply:
|
|
pos = utils.pint(self.g.pos)
|
|
goal = utils.pint((p.x, p.y, p.z))
|
|
start = time.time()
|
|
navpath = self.g.world.path_to_place(pos, goal)
|
|
|
|
if navpath:
|
|
self.g.path = navpath
|
|
if self.g.job:
|
|
self.g.job.stop()
|
|
print(len(navpath))
|
|
print(navpath)
|
|
print(round(time.time() - start, 3), 'seconds')
|
|
if self.g.job:
|
|
self.g.job.stop()
|
|
self.g.look_at = None
|
|
reply = 'ok'
|
|
else:
|
|
reply = 'no path'
|
|
|
|
## 1goto [x] [y] [z] - sends the bot to coordinate (x, y, z)
|
|
if command == 'goto':
|
|
try:
|
|
data = data.replace('(', ' ').replace(')', ' ').replace(',', ' ')
|
|
x2, y2, z2 = [int(x) for x in data.split()]
|
|
except (AttributeError, ValueError):
|
|
reply = 'usage: !goto x y z'
|
|
|
|
if not reply:
|
|
pos = utils.pint(self.g.pos)
|
|
goal = utils.pint((x2, y2, z2))
|
|
start = time.time()
|
|
navpath = self.g.world.path_to_place(pos, goal)
|
|
|
|
if navpath:
|
|
self.g.path = navpath
|
|
if self.g.job:
|
|
self.g.job.stop()
|
|
print(len(navpath))
|
|
print(navpath)
|
|
print(round(time.time() - start, 3), 'seconds')
|
|
if self.g.job:
|
|
self.g.job.stop()
|
|
self.g.look_at = None
|
|
reply = 'ok'
|
|
else:
|
|
reply = 'no path'
|
|
|
|
if command == 'break':
|
|
self.break_block(blocks.TEST_BLOCK)
|
|
reply = 'ok'
|
|
|
|
if command == 'open':
|
|
self.open_container(blocks.TEST_BLOCK)
|
|
|
|
## 1close - closes the current Minecraft window
|
|
if command == 'close':
|
|
if self.g.window:
|
|
self.close_window()
|
|
reply = 'ok'
|
|
else:
|
|
reply = 'nothing open'
|
|
|
|
## 1click [slot] [button] [mode] - clicks the current window
|
|
if command == 'click' and data:
|
|
if self.g.window:
|
|
slot, button, mode = [int(x) for x in data.split(' ')]
|
|
try:
|
|
item = self.g.window.contents[slot]
|
|
except KeyError:
|
|
item = Slot(present=False)
|
|
print(item)
|
|
self.click_window(slot, button, mode, item)
|
|
else:
|
|
reply = 'nothing open'
|
|
|
|
## 1use - use the item it's currently holding
|
|
if command == 'use':
|
|
self.use_item(0)
|
|
|
|
## 1interact [entity id] - interacts with that entity
|
|
if command == 'interact' and data:
|
|
self.interact(int(data))
|
|
|
|
if command == 'test':
|
|
reply = 'ok'
|
|
r = self.g.world.find_villager_openings((615, 78, 493))
|
|
print(r)
|
|
|
|
################# Authorized commands ##########################
|
|
|
|
## ### Authorized Commands
|
|
## These dangerous commands can only be ran by the bot owner.
|
|
|
|
if authed:
|
|
|
|
## 1print [expression] - replies with Python eval(expression)
|
|
if command == 'print':
|
|
data = data.replace('`', '.')
|
|
reply = str(eval(data))
|
|
|
|
## 1exit - exits the program
|
|
if command == 'exit':
|
|
import os
|
|
os._exit(0)
|
|
|
|
|
|
|
|
except BaseException as e:
|
|
import traceback
|
|
print(traceback.format_exc())
|
|
reply = 'Error: {} - {}\n'.format(e.__class__.__name__, e)
|
|
pass
|
|
|
|
if reply:
|
|
print(reply)
|
|
if private and not reply.startswith('/'):
|
|
self.g.chat.send('/m ' + sender + ' ' + reply)
|
|
else:
|
|
self.g.chat.send(reply)
|
|
|
|
def handle_time_update(self, packet):
|
|
self.g.time = packet.time_of_day % 24000
|
|
|
|
def handle_set_slot(self, packet):
|
|
g = self.g
|
|
print(packet)
|
|
if packet.window_id == 0:
|
|
g.inv[packet.slot] = packet.slot_data
|
|
elif g.window:
|
|
g.window.contents[packet.slot] = packet.slot_data
|
|
|
|
if g.item_lock and packet.window_id >= 0 and not packet.slot_data.present:
|
|
print('Unlocking item lock')
|
|
g.item_lock = False
|
|
|
|
def break_block(self, location):
|
|
p = utils.pint(self.g.pos)
|
|
#if utils.phyp(p, location) > blocks.BREAK_DISTANCE + 1:
|
|
# return False
|
|
|
|
bid = self.g.chunks.get_block_at(*location)
|
|
if bid == 0:
|
|
return False
|
|
|
|
packet = PlayerDiggingPacket()
|
|
packet.status = 0
|
|
packet.location = location
|
|
packet.face = 1
|
|
self.g.connection.write_packet(packet)
|
|
|
|
self.g.breaking = location
|
|
self.g.break_time = time.time() + utils.break_time(bid, self.g.holding)
|
|
return True
|
|
|
|
def break_finish(self):
|
|
packet = PlayerDiggingPacket()
|
|
packet.status = 2
|
|
packet.location = self.g.breaking
|
|
packet.face = 1
|
|
self.g.connection.write_packet(packet)
|
|
#self.g.chunks.set_block_at(*self.g.breaking, 0)
|
|
|
|
if self.g.chunks.get_block_at(*self.g.breaking) == 0:
|
|
self.g.breaking = None
|
|
|
|
def handle_break_animation(self, packet):
|
|
return
|
|
print(packet)
|
|
|
|
def handle_break_ack(self, packet):
|
|
#print(packet)
|
|
return
|
|
|
|
def animate(self):
|
|
packet = serverbound.play.AnimationPacket()
|
|
packet.hand = packet.HAND_MAIN
|
|
self.g.connection.write_packet(packet)
|
|
|
|
def place_block(self, location, face):
|
|
packet = serverbound.play.PlayerBlockPlacementPacket()
|
|
packet.hand = 0
|
|
packet.location = location
|
|
packet.face = face
|
|
packet.x = 0.5
|
|
packet.y = 0.5
|
|
packet.z = 0.5
|
|
packet.inside_block = False
|
|
self.g.connection.write_packet(packet)
|
|
|
|
def pick(self, slot):
|
|
packet = PickItemPacket()
|
|
packet.slot_to_use = slot
|
|
self.g.connection.write_packet(packet)
|
|
|
|
def hold(self, slot):
|
|
packet = HeldItemChangePacket()
|
|
packet.slot = slot
|
|
self.g.connection.write_packet(packet)
|
|
|
|
def choose_slot(self, slot):
|
|
if slot >= 36:
|
|
slot -= 36
|
|
self.hold(slot)
|
|
else:
|
|
self.pick(slot)
|
|
|
|
def count_items(self, items):
|
|
# count how many items are in inv
|
|
count = 0
|
|
for slot, item in self.g.inv.items():
|
|
if item.item_id in items:
|
|
count += item.item_count
|
|
return count
|
|
|
|
def count_inventory_slots(self):
|
|
# count how many inventory slots are filled
|
|
# excludes armour, crafting slots, off-hand
|
|
count = 0
|
|
for slot, item in self.g.inv.items():
|
|
if item.present and slot >= 9 and slot <= 45:
|
|
count += 1
|
|
return count
|
|
|
|
def count_window_slots(self):
|
|
# count how many window slots are filled
|
|
# excludes player inventory
|
|
w = self.g.window
|
|
w_info = mcdata.WINDOWS[w.data.window_type]
|
|
w_container_slots = w_info.container
|
|
|
|
count = 0
|
|
for slot, item in w.contents.items():
|
|
if item.present and slot in w_container_slots:
|
|
count += 1
|
|
return count
|
|
|
|
def get_window_slot(self, item_id):
|
|
# get the first slot that matches item of a window
|
|
window_items = list(self.g.window.contents.items())
|
|
for slot, item in window_items:
|
|
if not item.present: continue
|
|
if item.item_id == item_id:
|
|
return slot, item
|
|
else: #for
|
|
return False, False
|
|
|
|
def select_item(self, items):
|
|
# select the first match from items of inv
|
|
# uses smallest stack of that match
|
|
# and optionally the most damaged item
|
|
inv_items = list(self.g.inv.items())
|
|
inv_items.sort(key=lambda x: (x[1].nbt or {}).get('Damage', 0), reverse=True)
|
|
inv_items.sort(key=lambda x: x[1].item_count or 0)
|
|
for slot, item in inv_items:
|
|
if item.item_id in items:
|
|
self.g.game.choose_slot(slot)
|
|
self.g.holding = item.item_id
|
|
return True
|
|
else: #for
|
|
return False
|
|
|
|
def select_random_item(self, items):
|
|
# select a random match from items of inv
|
|
# this is random per item type
|
|
# example: 5 stacks wood, 1 stack glass
|
|
# -> still 50/50 chance between them
|
|
|
|
matches = set()
|
|
for slot, item in self.g.inv.items():
|
|
if item.item_id in items:
|
|
matches.add(item.item_id)
|
|
|
|
if matches:
|
|
return self.select_item([random.choice(list(matches))])
|
|
else:
|
|
return False
|
|
|
|
def select_next_item(self):
|
|
# select the next item slot that has an item
|
|
for slot, item in self.g.inv.items():
|
|
if slot < 9: continue # skip armour slots
|
|
if item.present:
|
|
print('slot:', slot, 'item:', item)
|
|
self.g.game.choose_slot(slot)
|
|
self.g.holding = item.item_id
|
|
return True
|
|
else: # for
|
|
return False
|
|
|
|
def drop_stack(self):
|
|
packet = PlayerDiggingPacket()
|
|
packet.status = 3
|
|
packet.location = utils.pint(self.g.pos)
|
|
packet.face = 1
|
|
self.g.connection.write_packet(packet)
|
|
|
|
def open_container(self, location):
|
|
bid = self.g.chunks.get_block_at(*location)
|
|
# TODO: check if block is a chest??
|
|
self.place_block(location, BlockFace.TOP)
|
|
|
|
def handle_window(self, packet):
|
|
print(packet)
|
|
self.g.window = Munch(data=packet, contents=dict(), count=0)
|
|
|
|
def click_window(self, slot, button, mode, item):
|
|
w = self.g.window
|
|
|
|
packet = ClickWindowPacket()
|
|
packet.window_id = w.data.window_id
|
|
packet.slot = slot
|
|
packet.button = button
|
|
packet.action_number = w.count
|
|
packet.mode = mode
|
|
packet.clicked_item = item
|
|
self.g.connection.write_packet(packet)
|
|
print('<--', packet)
|
|
|
|
w.count += 1
|
|
|
|
def close_window(self):
|
|
if self.g.window:
|
|
packet = CloseWindowPacket()
|
|
packet.window_id = self.g.window.data.window_id
|
|
self.g.connection.write_packet(packet)
|
|
self.g.window = None
|
|
|
|
def handle_window_confirmation(self, packet):
|
|
print(packet)
|
|
packet2 = ServerWindowConfirmationPacket()
|
|
packet2.window_id = packet.window_id
|
|
packet2.action_number = packet.action_number
|
|
packet2.accepted = packet.accepted
|
|
self.g.connection.write_packet(packet2)
|
|
|
|
def handle_spawn_player(self, packet):
|
|
print(packet)
|
|
self.g.players[packet.entity_id] = Munch(
|
|
entity_id=packet.entity_id,
|
|
player_uuid=packet.player_UUID,
|
|
x=packet.x,
|
|
y=packet.y,
|
|
z=packet.z,
|
|
yaw=packet.yaw,
|
|
pitch=packet.pitch,
|
|
)
|
|
|
|
def handle_spawn_object(self, packet):
|
|
#return
|
|
if packet.type_id != 37: return
|
|
#print(packet)
|
|
self.g.objects[packet.entity_id] = Munch(
|
|
entity_id=packet.entity_id,
|
|
x=packet.x,
|
|
y=packet.y,
|
|
z=packet.z,
|
|
velocity_x=packet.velocity_x,
|
|
velocity_y=packet.velocity_y,
|
|
velocity_z=packet.velocity_z,
|
|
)
|
|
|
|
def check_gapple(self, packet):
|
|
current_gapple_chest = self.g.job.find_gapple_states.current_chest
|
|
if current_gapple_chest:
|
|
for entry in packet.metadata:
|
|
if entry.type != 6:
|
|
continue
|
|
|
|
if entry.value.item_id in items.GAPPLE_ID:
|
|
self.g.chat.send('gapple found: ' + str(current_gapple_chest)[1:-1])
|
|
print('gapple found:', str(current_gapple_chest)[1:-1])
|
|
|
|
def handle_entity_metadata(self, packet):
|
|
if not packet.metadata:
|
|
return
|
|
|
|
if self.g.job and self.g.job.state == self.g.job.find_gapple_states:
|
|
self.check_gapple(packet)
|
|
|
|
obj = self.g.objects.get(packet.entity_id, None)
|
|
if obj:
|
|
for entry in packet.metadata:
|
|
if entry.type != 6:
|
|
continue
|
|
obj.item_id = entry.value.item_id
|
|
obj.item_count = entry.value.item_count
|
|
|
|
player = self.g.players.get(packet.entity_id, None)
|
|
if player:
|
|
return
|
|
|
|
def handle_spawn_living(self, packet):
|
|
self.g.mobs[packet.entity_id] = Munch(
|
|
entity_id=packet.entity_id,
|
|
entity_uuid=packet.entity_uuid,
|
|
type=packet.type,
|
|
x=packet.x,
|
|
y=packet.y,
|
|
z=packet.z,
|
|
)
|
|
|
|
def handle_entity_position(self, packet):
|
|
mob = self.g.mobs.get(packet.entity_id, None)
|
|
if mob:
|
|
mob.x += packet.delta_x / 4096.0
|
|
mob.y += packet.delta_y / 4096.0
|
|
mob.z += packet.delta_z / 4096.0
|
|
|
|
player = self.g.players.get(packet.entity_id, None)
|
|
if player:
|
|
player.x += packet.delta_x / 4096.0
|
|
player.y += packet.delta_y / 4096.0
|
|
player.z += packet.delta_z / 4096.0
|
|
|
|
#if player.player_uuid == '0c123cfa-1697-4427-9413-4b645dee7ec0': print(packet)
|
|
|
|
def handle_entity_position_rotation(self, packet):
|
|
mob = self.g.mobs.get(packet.entity_id, None)
|
|
if mob:
|
|
mob.x += packet.delta_x / 4096.0
|
|
mob.y += packet.delta_y / 4096.0
|
|
mob.z += packet.delta_z / 4096.0
|
|
|
|
player = self.g.players.get(packet.entity_id, None)
|
|
if player:
|
|
player.x += packet.delta_x / 4096.0
|
|
player.y += packet.delta_y / 4096.0
|
|
player.z += packet.delta_z / 4096.0
|
|
|
|
#if player.player_uuid == '0c123cfa-1697-4427-9413-4b645dee7ec0': print(packet)
|
|
|
|
def handle_entity_teleport(self, packet):
|
|
mob = self.g.mobs.get(packet.entity_id, None)
|
|
if mob:
|
|
mob.x = packet.x
|
|
mob.y = packet.y
|
|
mob.z = packet.z
|
|
|
|
player = self.g.players.get(packet.entity_id, None)
|
|
if player:
|
|
player.x = packet.x
|
|
player.y = packet.y
|
|
player.z = packet.z
|
|
|
|
#if player.player_uuid == '0c123cfa-1697-4427-9413-4b645dee7ec0': print(packet)
|
|
|
|
def handle_entity_velocity(self, packet):
|
|
obj = self.g.objects.get(packet.entity_id, None)
|
|
if obj:
|
|
print(packet)
|
|
#obj.velocity_x = packet.velocity_x
|
|
#obj.velocity_y = packet.velocity_y
|
|
#obj.velocity_z = packet.velocity_z
|
|
|
|
def handle_destroy_entities(self, packet):
|
|
for eid in packet.entity_ids:
|
|
if eid in self.g.objects:
|
|
del self.g.objects[eid]
|
|
if eid in self.g.mobs:
|
|
del self.g.mobs[eid]
|
|
if eid in self.g.players:
|
|
del self.g.players[eid]
|
|
|
|
def leave_bed(self):
|
|
packet = EntityActionPacket()
|
|
packet.entity_id = self.g.eid
|
|
packet.action_id = 2
|
|
packet.jump_boost = 0
|
|
self.g.connection.write_packet(packet)
|
|
|
|
def handle_respawn(self, packet):
|
|
print(packet)
|
|
self.g.dimension = packet.world_name.replace('minecraft:', '')
|
|
|
|
def handle_player_list(self, packet):
|
|
for action in packet.actions:
|
|
if isinstance(action, packet.AddPlayerAction):
|
|
self.g.player_names[action.uuid] = action.name
|
|
self.g.player_names[action.name] = action.uuid # porque no los dos?
|
|
|
|
def handle_update_health(self, packet):
|
|
print(packet)
|
|
self.g.health = packet.health
|
|
self.g.food = packet.food
|
|
|
|
if packet.health == 0:
|
|
print('Died, stopping')
|
|
print('Use 1respawn to respawn the bot')
|
|
self.close_window()
|
|
bot.init(self.g)
|
|
|
|
def use_item(self, hand):
|
|
packet = serverbound.play.UseItemPacket()
|
|
packet.hand = hand
|
|
self.g.connection.write_packet(packet)
|
|
|
|
def interact(self, eid):
|
|
packet = InteractEntityPacket()
|
|
packet.entity_id = eid
|
|
packet.type = 0
|
|
packet.hand = 0
|
|
packet.sneaking = False
|
|
self.g.connection.write_packet(packet)
|
|
|
|
def handle_trade_list(self, packet):
|
|
print(packet)
|
|
self.g.trades = packet.trades
|
|
|
|
def select_trade(self, num):
|
|
packet = SelectTradePacket()
|
|
packet.selected_slot = num
|
|
self.g.connection.write_packet(packet)
|
|
|
|
def handle_disconnect(self, packet):
|
|
print(packet)
|
|
print('Client disconnected!')
|
|
import os
|
|
os._exit(1)
|
|
|
|
def tick(self):
|
|
if self.g.breaking:
|
|
self.animate()
|
|
|
|
if time.time() >= self.g.break_time: #- 2*utils.TICK:
|
|
self.break_finish()
|
|
|
|
if self.g.dumping and not self.g.item_lock:
|
|
if self.select_item([self.g.dumping]):
|
|
self.drop_stack()
|
|
self.g.item_lock = True
|
|
else:
|
|
self.g.dumping = None
|
|
|
|
if self.g.draining and not self.g.item_lock:
|
|
if self.select_next_item():
|
|
self.drop_stack()
|
|
self.g.item_lock = True
|
|
else:
|
|
self.g.draining = False
|
|
|
|
if not self.g.path:
|
|
self.g.correction_count = 0
|